Revolver 2.1: The Savage Guns (Expansion 2.1)

Among The Stars: Miniatures Pack

Among The Stars: Miniatures Pack is a companion product and component upgrade for games in the Among The Stars universe.

Among The Stars: Miniatures Pack is playable currently with Among the Stars: Revival and the upcoming New Dawn. It will also be playable with future games in the Among The Stars universe.

Among The Stars: Miniatures Pack contains 8 plastic Miniatures, each 2 inches tall. The miniatures are bust sculptures of each of the 8 primary Races in the Among The Stars universe:

  • Debos
  • Minireen
  • Humareen
  • Qualeen
  • Nyxtos
  • Garn”Athak”Nok
  • Hythian
  • Feronsy

$29.95Price:
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Article 27: The United Nations Security Council Game

It”s not easy being a member of the United Nations Security Council, but you were born for the challenge.  Your country has chosen you to protect their interests.  If that means you have to bend the rules a little bit, well that”s just he cost of justice, right?

Article 27 takes place in the not-too-distant future. You assume the role of one of the permanent members of the Security Council, which means you wield the power of the veto.  No proposal can pass when a member uses their veto, so there had better be something in the deal for you!

Each player will take a turn as the leader of the Security Council and try to get a proposal passed.  Negotiations can include side-deals, threats, or out-right influence-peddling!  But once the gavel comes down it”s time to vote, and the other players might not live up to their end of the deal.  (Oh… and yes, it comes with a real wooden stained gavel!)

In the end, the player who has earned the most influence points is the winner…and it”s rarely the most honorable!

Article 27 takes just 6 minutes per player to play, and it does not require any knowledge of politics or the United Nations to enjoy.  If you like games of negotiation, you”ll love Article 27!

Article 27 refers to the portion of the United Nations Charter that confers veto power onto the permanent member of the Security Council.

Additional DescriptionMore Details

In the not-too-distant future, the U.N. Security Council has seen a change. The permanent members have admitted the nation of Germany, and this has brought many new ideas and debates to the council chambers. The world”s problems continue, and the Security Council must decide how to best address them by holding a series of Proposals.

As one of the delegates of the Security Council, you must attempt to work with other nation”s representatives, but in doing so you must ensure that your country comes away with the most Influence Points at the end of the game. The player with the most Influence will win, and bribes are plentiful if you know how to ask for them!

All the delegates enjoy the power of the Veto. A player who uses a Veto does so at a great cost, but ensures that any Proposal is defeated. As the Secretary General, your job will be to ensure that a Proposal is passed, but that it benefits you the most of all!

This great game of negotiation, intrigue, and back-stabbing contains:
1 Game Board
6 Player Mats
6 Player Screens
108 Influence Point Tokens
36 Player Marker Tokens
30 Issue Drawing Tokens
6 Secret Agenda Tokens
12 Voting Tokens
30 Wooden Issue Discs
1 Sticker Sheet
1 Cloth Bag
1 Sand Timer
1 Rulebook
…and 1 Wooden Gavel!

Players: 3-6
Ages: 10+
Time: 30 mins

Complexity: Easy
Stock#: SG-2005


$49.95Price:
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Core Worlds: Galactic Orders

The Galactic Realm has collapsed! As a barbarian Star Empire on the fringes of the galaxy, you must seize this moment to lead your kingdom on a strike against the Core Worlds!

However, the six Galactic Orders of the Realm still exist, and continue to wield tremendous power. Your fledgling Empire must forge alliances with these powerful Orders, calling upon their aid tactically… or drawing upon them strategically in the final push to assume the mantle of galactic supremacy!

Core Worlds: Galactic Orders is the highly anticipated first expansion to the one of the galaxy’s hottest new deck-building games!

In Core Worlds: Galactic Orders, players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire.

These Orders were represented in the base set of Core Worlds by the six Prestige Cards: the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood.  The Core Worlds: Galactic Orders expansion focuses on these six independent organizations and their influence upon a galaxy at war.

Many players noted the enigmatic icons on many of their Units and Tactics cards in the base set of Core Worlds, and the rulebook mentioned that these would be used in future expansions. Well, this is the first expansion to use them! Each Galactic Order is represented on the table by a large Galactic Order Card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks.

Whenever you deploy a Unit or play a Tactic with a Galactic Order Icon on it, you get to place your Faction Token onto the corresponding Galactic Order Card. If you leave your Faction Token on that Galactic Order Card for the remainder of the game, then you’ll score bonus points at the end of the game if you have the most Faction Tokens on that Galactic Order Card. However, if you wish to use the special power associated with a particular Galactic Order, then you must remove one of your Faction Tokens from that Galactic Order.

Additional DescriptionMore Details

Therefore, you must strategically balance your use of the Galactic Order powers throughout the game with your hope to score the most points from that Galactic Order Card at the end of the game. Furthermore, the amount of points you receive is variable based on the number of tokens you have on the Galactic Order Card, so even if you will clearly win a particular Galactic Order, using its power will still diminish your final score.

So what kinds of powers do these Galactic Orders provide that could tempt you to spend your Faction Tokens and thereby reduce your final score to use them? Well, the Galactic Senate lets you take an extra Action, the Mystic Brotherhood lets you draw 3 cards, and the Order of Knighthood lets you add +2 Fleet Strength or +2 Ground Strength to any Invasion. How’s that for temptation?

And to add further temptation, there are also a whole slew of new Units and Tactics added to each Galactic Deck that allow you to spend your Faction Tokens in unique ways. For example, the Mutant Berserker (see right) will allow you to spend one of your Faction Tokens from the Science Guild to allow it to stay in play after invading a World. That’s not normally how the Science Guild works, but many Units like the Berserker provide you with a whole new universe of ways to spend your tokens.

Now you might be thinking that these tokens make the game easier since they provide so many new options to players. However, we have also added a new card type, Events, that provide new challenges for players as they advance into the different Sectors of the game.

Most of these Events provide players with a choice of how they are affected by the Event, so therefore players must decide the best way to face each of these challenges. For example, if the Prince of the Realm (see left) shows up in Sector 5, players must choose to spend either 1 extra Action or 2 extra Energy to draft a Prestige Card. Similarly, if the Local Mercs show up in Sector 3, players must choose whether or not to pay them off by spending 2 extra Energy when invading a World; otherwise, they’ll have to fight the Mercs, who provide the World with +1 Fleet Strength and +1 Ground Strength. And since the Events are keyed to specific Sectors, players also get a stronger sense of the flavor of the Core Worlds universe as they travel deeper and deeper towards the galactic core.

Although we felt it was important to completely design and playtest the expansion before releasing the base game, we also closely monitor player comments on boardgamegeek.com and on other sites throughout the internet. We have therefore created some additional features that directly respond to player’s desires for future expansions.

In particular, we noticed that players really wanted more ways to cull their decks, and also that players wanted greater incentives to do more invading in Sectors I & II. One of the ways we have addressed both of these concerns is by introducing a new type of card called Advancements, which attach themselves directly to Worlds in your Warzone. There will only be one Advancement in this expansion, but you can expect to see many more in future expansions. The Advancement that comes in Galactic Orders is called the Capital City, and every player starts with it attached to his or her Home World. During each Energy Phase, the Capital City allows a player with at least 3 Worlds in his or her Empire to place any card from his hand beneath the Capital City for the rest of the game. So now you can cull one card every turn (even those pesky Tactics!) once you have conquered your first two Worlds. Suddenly, running out and conquering Worlds during the first two Rounds becomes much more important!

Players have also noted that players who deploy all of their cards in the first few turns gain a healthy advantage over those who would rather spend some of their time drafting and invading. Also, players really wanted to see more creative names for their Home Worlds. So we have taken this opportunity to re-issue the five starting Home Worlds with new names and one additional ability. They retain the ability from the base set (discard 2 cards for 1 Energy), but the other ability is new. Now, during the Draw Phase, if the number of Worlds in your Warzone is greater than the number of Units in your Warzone, you get to draw an extra card! Therefore, players who draft lots of cards and invade lots of early Worlds will receive compensation by being able to move more quickly through their larger decks. The “thin deck” strategy is still just as viable as before, but now those who want to draft more cards (and get those Galactic Order Icons into their decks more quickly!) have an equally viable strategy. The more viable strategies in the game, the better for everyone!

Some features requested by players will not appear in this expansion, but we are planning to add them to future expansions, including the ability to draft unique Home Worlds and starting Heroes. So hang tight, galactic barbarians, the Core Worlds universe will continue to expand for millennia to come!

“Core Worlds: Galactic Orders” contains:

• 93 new Cards
• 6 large Galactic Orders cards
• 126 Faction Tokens
• 5 Raven Tokens
• 1 Rulebook
…and a custom cardboard insert to hold all of these components and plus those from base game of Core Worlds!

# Players: 2-5
Ages: 10+
Complexity: Medium
Play Time: 60-120 mins

Stock#: SG-3001


$34.95Price:
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Core Worlds: Revolution

The Supreme Monarch gazed out his palace window, trembling with rage at the galaxy that had forsaken him. For long months he had retained his people”s allegiance by branding his enemies as barbaric invaders, as marauders whose only goal was to plunder and ravage his empire. But now reports were spreading that these invaders were rebuilding their conquered worlds and adorning them with marvelous advancements. Moreover, many of the realm”s greatest heroes were flocking to his enemies” side, and their heroic exploits were fast becoming the stuff of popular legend.

The situation had worsened. This was no longer a mere incursion into his territory, a simple uprising to be quelled. The galaxy now stood at the threshold of something far greater, something far more dangerous. And his people dared to embrace it! But he would make his people suffer, even if his retaliation ended in the devastation of entire worlds. He would not allow his kingdom to betray him with impunity, even if he was ultimately powerless to stem the tide of the coming REVOLUTION!

Core Worlds: Revolution allows players to delve deeper into the story of the Core Worlds universe. Players will be able to build incredible Advancements on their conquered Worlds, including Cosmic Terraformers, Wormhole Generators, and Dark Energy Power Cores. Players will also be able to employ Heroic Tactics keyed to specific Heroes, such as Baron Viktor”s “Sacrificial Lambs”, the Promethean Cyborg”s “Accelerated Procurement,” and Queen Alais”s “Warrior Queen.” Each Hero will command 3 unique Heroic Tactics kept in a separate Heroic Deck beside the players” regular draw decks. The expansion also features 3 new Heroes (Captain Alexander, the Prophet, and Duke Magnus), each complete with his own set of Heroic Tactics.

Core Worlds: Revolution includes nearly 100 new cards that magnify the richness and excitement of the Core Worlds universe!

Additional DescriptionMore Details

Components:
- 97 Cards
- 12 Revolution Tokens
- 10 Core World Tokens
- 1 Central Zone Plaque
- 1 Rulebook

Players: 2-5
Ages: 10+
Time: 60-120 mins
Complexity: Medium

Stock#: SG-3003


$29.95Price:
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Crazy Creatures of Dr. Gloom

Strange noises are heard from the Mad Mansion of Doctor Gloom! Clouds of all colors come out of the chimney, and people tell weird stories about wild creatures seen in the forest around the mansion. Doctor Gloom is creating the world”s craziest creatures ever seen!

In Crazy Creatures of Dr. Gloom, players try to get rid of all of their cards, since cards remaining in your hand score penalty points at the end of a round. The player with the fewest penalty points at the end of the game wins… and becomes Doctor Gloom”s new apprentice!

Designed by the great game designer, Michael Schacht, Crazy Creatures of Dr. Gloom is a masterpiece of game design in its simplicity and fun factor!  Stronghold Games is proud to bring this great card game to you!

This game has been released in Europe as “Crazy Creatures of Dr. Doom”, but due to trademark issues, the Stronghold Games edition has been renamed to “Dr. Gloom”… We would prefer not to have any (more) multi-billion dollar companies mad at us…:)

Additional DescriptionMore Details

Crazy Creatures of Dr. Gloom is right for you, because…

• Designed by world renowned game designer Michael Schacht!
• Fast, fun card game with simple rules
• Try to get rid of all your cards or prevent other players from doing so
• Excellent family game: short duration; playable by young children as well.
• Great cheerful monster drawings by Dennis Lohausen (also did “Little Devils”)

Players: 2-4
Ages: 7+
Time: 20 mins

Complexity: Easy
Stock #: SG-8005


$14.95Price:
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Crude: The Oil Game (a.k.a McMulti)

In Crude: The Oil Game, players take on the role of oil company CEOs, seeking to expand their companies into multi-national energy mega-corporations.  Just as with real world energy companies, player will setup facilities for oil drilling, oil pumping, oil refining into gasoline, and gasoline selling to the consumer… all of which are represented by actual plastic pieces placed on the board! Players also speculate by buying and selling oil and gasoline barrels in both the domestic and foreign markets…again represented by actual plastic barrels in their playing area!

However, the changing economic climate, as well as sudden world news events, will challenge players to keep a long-term strategic view of the world energy markets.  The first player to reach a corporation value of $750 million is the winner!

Crude: The Oil Game is not only a great simulation of the global oil markets, but with almost 300 plastic playing pieces, it is a sight to behold!  Known as McMulti when it was printed in Europe almost 25 years ago, this great game is finally back in print after many years!

Additional DescriptionMore Details

The history of “Crude: The Oil Game”, one of the last remaining “Grail Games” for the hobby gamer:

“Crude: The Oil Game” was originally self-published by the Designer, James J. St. Laurent, in 1974 in the USA under the title “Crude: The Oil Game”. It was widely received as a break-through in euro-style and economic simulating games. It was then republished in an unauthorized version as “McMulti” without the knowledge and consent of the original Designer.

As “McMulti”, the game garnered even more attention due to its use of *hundreds* of beautiful little plastic pieces to represent the various game elements: oil barrels, gasoline barrels, oil drilling rigs, oil pumps, oil refineries, and gasoline station facilities.

The Stronghold Games edition of this great game includes an updated ruleset and an improved economic engine created in conjunction with the original designer, James J. St. Laurent. This will hold true to the beauty of both the game”s mechanics as well as the game components used in the unauthorized version. The plastic pieces from the “McMulti” edition have been either kept the same or *improved*. For example, the Refineries have greater detail to them, and the Oil Drilling Rigs are truly three-dimensional and stand up tall on the playing board.

The Designer, James J. St. Laurent, passed away in 2011 during the re-development of the game, causing a delay in the completion of the production. A Tribute to Mr. St. Laurent is included in the rulebook. To say the least, he was a great man, who will be missed by many.

This magnificent game includes all of the following components:

1 Economy Game Board
1 Operations Game Board
8 News Cards
7 Economy Cards
Lots of Money Tokens
2 Production Dice (1 red, 1 black)
1 Difference Die (green)
80 plastic Drilling Rigs (approximately)
16 plastic Oil Wells (approximately)
12 plastic Oil Refineries (approximately)
30 plastic Gas Stations (approximately)
80 plastic Crude Oil Barrels (approximately)
80 plastic Gasoline Barrels (approximately)
1 Rulebook

Players: 2-4
Ages: 13+
Time: 90 mins

Complexity: Easy/Medium
Stock#: SG-2004


$69.95Price:
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Going, Going, GONE!

Going, Going, GONE! a game designed by Scott Nicholson, the host of the very popular web video series “Board Games With Scott“.  Scott has created a new video for this game.  Watch it now!

http://www.youtube.com/watch?v=fAlOMr00lc8

 

Can you keep calm while bids are rising?  Experience the exhilaration of real life auctions!

In Going, Going, GONE!, players are trying to win items by bidding on 5 simultaneous auctions while the Auctioneer counts down from 10 to 1!

Players bid on these 5 simultaneous auctions by physically dropping their wooden cubes (known as “Bucks”) into any or all of the 5 transparent Auction Cups, each of which represents an auction for one or two Item Cards.

At the end of the countdown, the Auctioneer says “GONE!”, and quickly places the Auction Paddle over the 5 Auction Cups to close the auctions.  The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction.  Collection of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game.

The player with the most Bucks at the end of the game wins!

Going, Going, GONE! is a simple to learn, exciting and unique game for players of all skill levels!  It is ideal for playing in public spaces.  Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.

 

$49.95Price:
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Little Devils

In Little Devils, you try to saddle the opposing players with negative points, which appear as “little devils” in various quantities on the cards that you play. For each “little devil” that you can force an opponent to take, he or she will score one penalty point.

But take care: you will not escape the diabolical plans of your opponents either, who are sending the “little devils” your way too! 

Little Devils is a devilishly fun, trick-taking card game that you want to keep on playing!

Additional DescriptionMore Details

Why is “Little Devils” a great game for you? Because…

• It is a trick-taking card game with simple rules
• Just play cards higher or lower than previously played cards in the hand
• Unique mechanic: The second card played (not the first card) determines the goal of the hand!
• Maneuver your opponents into taking cards with more “little devils”
• Compact game in neat tin box: ideal for the train or on vacation
• Excellent family game: a short game length and very approachable

Players: 3-6
Ages: 8+
Time: 20-30 mins

Complexity: Easy
Stock #: SG-8004


Price: $14.95
$10.47Price:
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Lost Temple

1927…Several explorers are searching in the dense jungle of South-East Asia for a mysterious temple. To find it, they must cross the jungle and get help from the indigenous people. Players will seek help from the local villagers – nine friendly characters – whose abilities will be quite useful. Players can also try to outwit the others on the journey to reach the temple first.

The first player to reach the temple wins the game!

Bruno Faidutti has created his follow-up board game to the best-selling “Citadels™”. In Lost Temple, players use character selection similar to the classic game “Citadels™”.  Here, Bruno has created these nine soon-to-be-classic roles to help you make your way to The Lost Temple: Shaman, Thief, Seer, Priest, Elder, Craftsman, Scout, Canoe, and Child.

And Bruno has transformed the game into a “race” game.  Will you be the first to find The Lost Temple?

Additional DescriptionMore Details

Legendary game designer, Bruno Faidutti, has created “Lost Temple” as his follow-up to his best-selling game, “Citadels™”. Nine new characters with unique individual skills are at your disposal to help you find the Lost Temple. This is a unique racing game with a balanced mix of bluff, chaos and tactics required to win the game.

Unravel and thwart the plans of your opponents! Quick player turns and a lot of direct player interaction.

Lost Temple can be played with up to eight players – game speed remains high and possibilities remain unlimited – and it’s still great with even just two players!.

Lost Temple Contains:
- 1 Game Board
- 9 Character Cards
- 8 Wooden People Markers
- 8 Machete Tokens
- 50 Emerald Gems
- 18 Chance Tokens
- 1 Idol Marker
- 1 Rule Book

# Players: 2-8
Complexity: Low
Play time: 40 mins

Stock#: SG-8003


$34.95Price:
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Medina

The City of Medina, the year 1822. After years of decay, it is time to rebuild Medina, located at the foot of the Atlas Mountains. The players work to erect large and beautiful palaces and to renovate the damaged city wall.  As life returns to the old city, people flock through the alleys and the contours of the new city gradually reappear!

Each turn, players may place two pieces on the board, either augmenting an existing building or starting a new buiding if the current building of that color is finished.  Each player will claim one building of each of the four colors by the end of the game, giving one point per wooden piece attached to the building.  Also, if you own the largest building of a particular color you get a bonus for that color.  Finally, there are bonuses for the player who most recently connected one of their buildings to the walls, which grow from the four corners of the city.

Medina is a tense game by the great designer Stefan Dorra.  This new edition of the game features a double-sided game board, almost 200 wooden pieces, and updated gameplay, as well as rules and components never before published for this game!

Medina is a reprint of the critically-acclaimed game, originally published in the USA by Rio Grande Games.

Additional DescriptionMore Details

Components
- 1 double-sided Game Board
- 80 wood Building pieces
- 16 wood Rooftops
- 12 wood Stables
- 31 wood Merchants
- 36 wood Walls
- 4 wood Towers
- 1 wood Well (new!)
- 4 Tower Tiles (new!)
- 4 Palace tiles
- 6 Tea tiles
- 4 Player Screens
- 1 Score Block
- Rules

Players: 3-4
Ages: 10+
Time: 60-90 mins
Complexity: Medium

Stock#: SG-8014


$59.95Price:
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Milestones

You are a noble builder settling the country in Milestones!  Players work together to build roads, create marketplaces and erect houses. With each milestone set along the way, they move further into the country.

However, while building the country together, in procuring building materials, money and grain, each builder is on their own! Thus, you must carefully develop your own network of goods, trade and colonization materials, and optimize cleverly. The noble builder who grabs the most valuable building sites will surely win the game!

Milestones contains one of the most innovative circuit mechanics (“rondells”) ever created.  It is a personal (not-shared) rondell, and one that is ever-changing throughout the game.  Via good planning and preparation, you will need to stay ahead of the resource curve on your rondell, so that the King doesn’t take away critical workers from you!

Milestones requires timing and pacing: Build at the right moment without going too fast, produce the right goods without moving too slowly.

Additional DescriptionMore Details

Milestones contains all of these great components:

• 1 Game Board
• 4 Player Boards
• 4 Playing Pieces
• 4 Marking Pieces
• 35 Worker Tiles
• 21 Cover Tiles
• 24 Coins
• 48 Goods
• 12 Flour Sacks
• 48 Roads
• 24 Milestones
• 12 Houses
• 12 Marketplaces
• 15 Bonus Tiles
• 1 Rulebook

Players: 2-4
Ages: 10+
Time: 60 – 90 mins

Complexity: Medium
Stock #: SG-8006


$49.95Price:
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New Dawn (an “Among The Stars” Universe game)

New Dawn is a thematic sequel to Among the Stars and part of the Among the Stars Universe series. It is not an expansion. It is not a card-drafting game.  It is an entirely new game with great player interaction and conflict, as each player vies for control of a galactic sector.

And the story continues… Twenty years after the Alliance was formed, the cost of constructing new space stations is becoming unbearable. In order to improve the economy, the Alliance has decided to rebuild and recolonize some of the planets and space facilities who were abandoned during the war. By activating them once more, the Alliance is hoping to acquire the much needed funds and resources.

In New Dawn – a new game in the Among the Stars Universe of games – players take the role of Alliance officials. Their assignment is to explore and revive a galactic sector. By developing various technologies and dispatching ambassadors, each player has the chance to visit abandoned planets, military facilities and space stations and establish bases to maintain control. Competition is fierce, and each mistake in maintaining control can cost dearly.

It is a… New Dawn.  Will you be part of the solution, or will you be part of the problem?…

 

Additional DescriptionMore Details

NEW DAWN contains a ton of Components:
1 double-sided, oversized, Main Game Board
1 Rulebook
8 Player Boards
60 Plastic Bases
16 Plastic Mobile Headquarters (MHQ)
225 cards:
- 28 Economic Facility cards
- 28 Scientific Facility cards
- 28 Military Facility cards
- 28 Hostile Facility cards
- 20 Aid to the Alliance cards
- 64 Technology cards
- 8 Ambassador cards
- 4 Green Base Benefit cards
- 4 Orange Base Benefit cards
- 5 Station cards
- 4 Sector cards
- 4 Player Aid cards
142 tokens:
- 26 Credit tokens (yellow)
- 26 Military tokens (red)
- 26 Science tokens (blue)
- 16 Victory Points (VP) tokens (orange)
- 1 Round Track token
- 1 Action Track token
- 12 Re-Roll tokens
- 12 Green Die tokens
- 12 “+2” tokens
- 8 Ambassador tokens
- 2 Ability Reminder tokens
15 dice:
- 1 Black die
- 4 White dice
- 4 Yellow dice
- 3 Red dice
- 3 Green dice

Players: 2-4
Time: 90-120 mins
Ages: 12+

Stock#: SG-8015


$74.95Price:
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Outpost

As a Commander on a remote Outpost, your mission is to build and expand your colony to its fullest.  Purchase Factories and run them with either Humans colonists or Robots. Produce resources from your Factories to generate credits to continue to expand your Outpost. Bid on the all-important Colony upgrades on your way to becoming The Outpost Director!

As Commanders, the players compete to build the best Outpost on this remote world. They must build and staff Factories to produce resources, which are in turn are used to build additional, more lucrative Factories, as well as to purchase any of the 13 Colony Upgrades as they become available.

The Colony Upgrades provide various advantages ranging from production technologies, resource storage, increased population maximums, and other scientific breakthroughs. These improvements are purchased through auctions, which are highly competitive, since there are fewer Colony Upgrades available than the number of players. There are 3 phases in the game, and with each phase after the first a new set of these improvements are available to bid on.

Each staffed Factory and improvement is worth a certain number of victory points (ranging from 1 VP for an Ore Factory to 20 VPs for a Moon Base).

The Commander that reach 75 victory points gains the title of Outpost Director and wins!

Outpost™ is a reprint of the highly sought-after “grail game” originally published in 1991. Stronghold Games’ edition of this great game contains vastly upgraded components plus the never-before released “Kicker Expansion” designed by noted designer, Tom Lehmann!

Additional DescriptionMore Details

Outpost™ 20th Anniversary Edition includes:
• 3 dice: one 4-sided, one 10-sided, and one 12-sided
• 149 cardboard People counters
• 154 cardboard Factory counters
• 9 cardboard Purchase Order counters
• 247 Production cards
• 78 Colony Upgrade cards
• 9 Player Reference cards
• 27 “Kicker Expansion” Colony Upgrade cards – designed by Tom Lehmann

# Players: 2 – 9
Complexity: Medium
Play Time: 90 mins (varies by #players)

Stock #: SG-2003


$59.95Price:
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Pictomania by Vlaada Chvatil

Do you know what a zebra looks like?  Can you draw it?  No, well, then this game is perfect for you! Any zebra drawing you do will be fine as long as the other players don’t think your zebra is… a car!

In Pictomania, it really doesn’t matter if you can draw well. Each player will draw a picture of a word given to them and at the same time try to guess the drawings of the other players. You don’t have time for a masterpiece – just a small doodle will suffice – and then you will have more time to guess!

The player who can doodle just a little bit while making good guesses at the other drawings will be the winner!

Pictomania is from the famous designer, Vlaada Chvatil, who has designed 6 of the Top 100 games on www.BoardGameGeek.com!  Vlaada has designed these Top 100 ranked games:

  • Through The Ages
  • Mage Knight
  • Space Alert
  • Galaxy Trucker
  • Dungeon Lords
  • Dungeon Petz

Pictomania lasts five rounds, and at the start of each round, you set up six randomly drawn cards on card racks visible to all players. Cards are double-sided, come in four levels of difficulty (for much replayability), and include seven related words on a single side. In addition to a set of guessing cards, scoring tokens, marker and drawing board, each player receives one symbol card and one number card, which together indicate which word or phrase on the revealed cards that player must draw. Bonus tokens equal to one less than the number of players are placed in the center of the table.

Players simultaneously look at their cards and start to draw. While drawing, they can also watch what others are doing and place a guess card on that player”s stack. Only one guess per player is allowed, and once you make a guess, you can”t change your mind. Other players will ideally be playing guess cards on your stack, too. Once you have finished drawing and guessing – and you”re not required to do either – take the highest-valued bonus token from the center of the table and take no other actions. Once the final bonus token is claimed, the round ends.

One by one, players reveal what they were drawing and the guesses that others made. Those who guess your word earn one of your scoring tokens, with early guessers earning more points, while those who guess incorrectly have their card placed in the center of the table. Once all the guesses are resolved, you determine the black sheep – the player who made the worst guesses. If a single player has more cards in the center of the table then anyone else, then his bonus token (if any) counts as negative points. What”s more, if no one guessed your word, then you throw away your bonus token, scoring nothing for it. You sum positive points for the round (a bonus token scored, and scoring tokens from the words you guessed correctly), then subtract points for the black sheep “bonus” and all the scoring tokens you didn”t give away to determine your final score for the round, which could be negative.

Reset the bonus and scoring tokens, set up six new cards, hand out the symbol and number cards and start another round. The player with the highest score after five rounds wins.

Additional DescriptionMore Details

Pictomania contains these great components:

• 99 two-sided clue cards
• 2 card racks
• 6 stickers
• 6 sketch boards
• 6 dry erase markers
• 6 small erasers
• 42 guess cards
• 6 symbol cards
• 7 number cards
• 30 scoring tokens
• 5 bonus point tokens
• 1 Rulebook

Players: 3-6
Ages: 9+
Time: 25-45 mins

Stock#: SG-6002


$49.95Price:

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Piratoons

Build the biggest, baddest, best Pirate ship on the high seas!  Recruit your crew to plunder booty!

In Piratoons, treasure is sealed in the treasure chest. The chest is then physically turned over and opened. Each Pirate sends crew to plunder the treasure, which is boat parts or equipment. The more crew a Pirate commits to a piece of treasure, the more chance getting it… usually, but watch out for other sneaky Pirates! Unclaimed loot is auctioned off with doubloons earned by your crew. Pirates score points for having the fastest, largest, best ship, the most types of equipment, etc. The Pirate with the most points at the end of the game wins, becoming the most notorious Pirate of all!

Featuring two double-sided game boards, which form a treasure chest with raised edges, Piratoons is not only a great game to play, but also contains unique physical components, looking beautiful on the table.

Additional DescriptionMore Details

Components

2 Double-sided boards (one bottom of the chest with walls and one chest lid)
24 wood Crew-pieces (blue, yellow, green, red)
4 Bow and Stern tiles (your starting ship)
40 Doubloons
32 Score tokens
2 Player aids
1 15-second Sand timer
48 Equipment tiles
- 12 Sail tiles
- 9 Deck tiles
- 9 Gun port tiles
- 9 Porthole tiles
- 9 Quarter tiles
- 24 Boat tiles
- 4 One-storey tile
- 6 Two-storey tiles
- 7 Three-storey tiles
- 7 Four-storey tiles
1 Rule book

Players: 2-4
Time: 30 mins
Ages: 8+

Stock#: SG-6004


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Revolver 1.1: Ambush on Gunshot Trail (Expansion 1.1)

The mayor of Repentance Springs has fallen down a mine shaft. Undismayed, Ned McReady vows to keep the peace, by fair means or foul – his way or the road to Perdition. The only fly in this curly wolf”s ointment is Jack Colty – a loose cannon, robbing banks, and shooting folks, and he don”t care a continental – if you believe the stories. With a plan hatched behind the gospel mill, Ned sets out to put a spoke in Jack”s wheel. Deals are struck. Ambushes are set.

In the end, only one side will claim victory. Will it be yours?

Revolver: Ambush on Gunshot Trail is the first in a series of expansions for our hit wild west shooter Revolver: The Wild West Gunfighting Game.

In Revolver: Ambush on Gunshot Trail each player is given more options to play and win:

– The Colonel McReady player has greater strategic options through the placement of Ambush Cards underneath the battlefield cards.

- The Jack Colty player receives two new Bandits to bolster his outlaw band.

- Each player receives new cards for their decks giving them the opportunity to customize their decks before play, and bringing new variety and replayability to each game!

This and the other expansions will provide greater depth of play and more replayability to an already excellent wild west themed game!

Additional DescriptionMore Details

Components:

2 Bandit cards: Sister Sara & mule, and Cooter & Bobby Joe
6 Ambush cards, bordered with barbed wire
11 Ned McReady deck expansion cards
11 Jack Colty deck expansion cards
6 Tokens

(These cards feature a rattlesnake icon so that players can distinguish them from cards in the base game.)

Players: 2
Ages: 12+
Time: 45 minutes

Complexity: Easy
Stock#: SG-7001


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Revolver 1.2: Hunt The Man Down (Expansion 1.2)

A vicious hardened convict is imprisoned within the walls of a brutal Texan prison. Locked inside his mind is the key to Colonel Ned McReady”s downfall, and Jack Colty is the only cowpoke alive who can spring him out. Trouble is, Jack”s already being pursued by the vengeful Colonel about another matter…

In the end, only one side will claim victory. Will it be yours?

Revolver: Hunt the Man Down is the second in a series of expansions for our hit wild west shooter Revolver: The Wild West Gunfighting Game.

In Revolver: Hunt the Man Down each player is given more options to play and win:

– The McReady player has a new winning condition

- There is a new location, the prison, from which the Colty player may decide to free his compadre. The method for resolving the jailbreak is unique compared to the other battlefields and does not lengthen the game.

- Two new icons on the cards for the new mechanisms of the game

- New cards are provided for both players which give them the opportunity to customize their decks, bringing new variety and replayability to each game.

Additional DescriptionMore Details

Components:

1 Imprisoned Bandit card: Santiago
1 Ambush card, bordered with barbed wire
1 San Manzanillo Prison battlefield card
1 Prison prompt card
13 Ned McReady deck expansion cards
13 Jack Colty deck expansion cards
6 Tokens

(These cards feature a spur icon so that players can distinguish them from cards in the base game.)

Players: 2
Ages: 12+
Time: 45 minutes

Complexity: Easy
Stock#: SG-7002


$14.95Price:
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Revolver 1.3: Vengeance on the Frontier (Expansion 1.3)

Greetings to ya. Let me take your coat and hat, pilgrim – then pull up a pew while I have fetch ya some sarsaparilla to chase away the bitin” cold, but mind, I don”t take me any sass.

Shucks, I don”t get me many visitors this far up the creek, especially when accounting for the “injuns”. Could be that hereabouts I”m as popular as a wet dog at a parlour social. I”ve been up here in the mountains so long that I know all the bears by their first names.

So, you folks wanna hear me talk about this newfangled card game expansion? Must be crackers – I doubt you could cut a lame cow from a shade tree. You”ll not live long in these wicked parts. Saying that, prolonged life has ruined more men than it ever made.

[Spits, just missing your boots]

Well, unless you is planning on joining me for a rendition of “Green Grow the Rashes”, I suggest we get started.

Revolver 1.3: Vengeance on the Frontier – the third in a series of expansions for Revolver 1 – gives both players the option of buying cards from a separate, neutral Frontier deck with dollar coin tokens earned during the main game. Many of these cards feature a choice of useful options. Others are threats which can be played by either player, such as “Old Three Toes”, a monstrous grizzly bear that is particularly difficult to kill.

The expansion further elaborates on the new winning condition added for McReady in Revolver: Hunt the Man Down, and many of the cards are also useful to both players at the San Manzanillo prison location.

Revolver 1.3: Vengeance on the Frontier also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.

Additional DescriptionMore Details

Components
•22 Frontier cards, usable by either player
•4 Ned McReady deck expansion cards
•4 Jack Colty deck expansion cards
•6 Dollar coin tokens

(These cards feature a bear”s head icon so that players can distinguish them from cards in the base game.)

Players: 2
Ages: 12+
Time: 45 minutes

Complexity: Easy
Stock#: SG-7003


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Revolver 1.4: The Tarnished Star (Expansion 1.4)

Bad things are going down at Rattlesnake Creek. Decisions taken in the heat of the moment may scar some desperate men for the rest of their wicked lives. When the dust settles, only one side can claim victory. Will it be yours?

Revolver 1.4: The Tarnished Star – the fourth in a series of expansions for Revolver 1– adds an optional “duel” scene at Rattlesnake Creek and an extra decision for the McReady player that may equip the imprisoned Santiago with a hidden weapon. The expansion also adds new cards to the Frontier Deck that was introduced in Revolver: Vengeance on the Frontier.

Revolver 1.4: The Tarnished Star also includes new cards for both players that give them the opportunity to customize their decks, bringing new variety and replayability to each game.

Additional DescriptionMore Details

Components:

•1 Duel outside the Black Dog Saloon card
•1 Armed Train guard card
•1 Santiago special garrote card
•9 new Jack Colty deck cards
•9 new Colonel McReady deck cards
•9 new Frontier cards
•6 new tokens

(These cards feature an eagle icon so that players can distinguish them from cards in the base game).

Players: 2
Ages: 12+
Time: 45 minutes

Complexity: Easy
Stock#: SG-7004


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Revolver 1.5: Death Rides A Horse (Expansion 1.5)

A whole mess of danger lurks in the wilds: from a deranged masked knifeman, to strange lights in the woods, to a secret valley flush with hazards – both lawman and bandit alike will need their wits about them to survive!

Combine this expansion with the base game and build your own deck by adding new cards to the pre-constructed decks, and explore new tactics and define your own play style!

Revolver 1.5: Death Rides a Horse – the fifth in a series of expansions for Revolver 1– provides additional card for all existing decks in the Revolver 1 universe.

Revolver 1.5: Death Rides a Horse includes new cards for both players that give each the opportunity to customize their decks, bringing new variety and replayability to each game.  It also adds cards for the Frontier Decks introduced in Revolver 1.3, as well as a new Battlefield card, a new Ambush card, and new tokens.

Additional DescriptionMore Details

Revolver: Death Rides a Horse – components:

•9 new Jack Colty deck cards
•8 new Colonel McReady deck cards
•1 new Battlefield card: Valley of the Gwangi
•11 new Frontier cards
•1 new Ambush card: Rockslide
•6 new tokens

(These cards feature a dagger icon so that players can distinguish them from cards in the base game).

Players: 2
Ages: 12+
Time: 45 minutes

Complexity: Easy
Stock#: SG-7005


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Revolver 1: JACK COLTY art sleeves

Show some respect to your deck!

These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.

These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.

Revolver card sleeves will only be available directly from Stronghold Games.

VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!

Each package contains:

80 “Jack Colty” card protector sleeves, enough to protect your Jack Colty card deck.

Additional DescriptionMore Details

Each package contains:

80 “Jack Colty” card protector sleeves, enough to protect your Jack Colty card deck.


$12.95Price:
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Revolver 1: NED MCREADY art sleeves

Show some respect to your deck!

These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.

These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.

Revolver card sleeves will only be available directly from Stronghold Games.

VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!

Each package contains:

80 “Ned McReady” card protector sleeves, enough to protect your Ned McReady card deck.

Additional DescriptionMore Details

Each package contains:

80 “Ned McReady” card protector sleeves, enough to protect your Ned McReady card deck.


$12.95Price:
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Revolver 2 : Last Stand at Malpaso

Revolver 2: Last Stand at Malpaso is a two-player card game set in the Old West, in which one player takes the role of General Mapache and his band of thieving outlaws, and the other player is controlling the villagers and guardians hired to protect the town of Malpaso, led by the infamous Padre Esteban.  Each player has a unique deck of cards with unique possibilities as well as different winning conditions, which requires different tactics and different methods of play.

But very importantly, how is Revolver 2 different than Revolver 1 ?

More than just new locations, Revolver 2 features brand new gameplay elements, like the ability for players to use a mine cart-mounted Gatling gun, blow up a bridge, assemble their own team of gunfighters, and dynamite mine tunnels. The game also includes a terrific Stud Poker mini-game that determines in which town the initial firefights occur.

Like the original Revolver 1, the game remains elegantly simple and can be learned in five minutes. That said, Revolver 2 is a standalone game and the cards from Revolver 1 and its expansions (red packaging) are not interchangable with Revolver 2 and its expansions (green packaging).  Both Revolver 1 and Revolver 2 will be supported going forward with new expansions.

Each game of Revolver is not only thematic, it is cinematic!  Revolver 2 is like watching the sequel movie to Revolver 1 !

Additional DescriptionMore Details

In 1894, farmers from the small village of Malpaso face the prospect of again losing their livelihood to a band of roving thieves, led by the self-styled “General” Mapache – himself wanted by the Mexican National Defense Army.

Their solution is to go to the much admired but fallen from grace “Padre” Esteban, and see whether he can hire gunfighters to protect them. After trying to raise funds by any means at the “All Rivers” Poker tournament, the Padre recruits a band of gunslingers for the task and, once complete, travels back to the village over the precipitous Los Quantos bridge – all the while harassed by a detachment of the General”s men. There they fortify Malpaso itself, and usher the frightened villagers into the abandoned silver mine for protection.

When the bandits finally attack, both sides are prepared. Mapache”s men unleashing their Gatling gun to devastating effect, while the villagers have a few tricks of their own. Both sides will suffer many casualties in the calamitous battle, but will the Mexican Army arrive in time to put an end to the bloodshed?

“Revolver 2: Last Stand at Malpaso” contains:

• 62 card General Mapache deck
• 62 card Padre Esteban deck
• 19 Malpaso guardians cards
• 9 Battlefield cards
• 1 Dynamite the Bridge card
• 1 Gatling Gun card
• 1 Collapse the Tunnels card
• 1 Arrival of the Mexican Army card
• 2 All Rivers Poker summary cards
• 12 All Rivers Poker Tournament cards
• 14 Mexican Army tokens
• 11 True Grit (extra life) tokens
• 4 Malpaso guardians power tokens
• 9 General Mapache power tokens
• 1 Turn marker
• 1 Rulebook

Players: 2
Ages: 12+
Time: 45 mins
Complexity: Low-Medium

Stock#: SG-8008


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Revolver 2.1: The Savage Guns (Expansion 2.1)

Four new savage gunfighters ride into battle, lured by Mapache’s ill-gotten wealth and promises of power. For a fistful of Pesos, these lawbreakers join the self-styled general and wait to do his sinful bidding. Stood firmly against these desperadoes are a gang of cowpunchers, card sharks, and one-time outlaws – marshalled to help the cause by the commendable Padre.

Revolver 2.1: The Savage Guns is the first and only expansion for Revolver 2: Last Stand At Malpaso.

Combine this expansion with the base game to explore new tactics and strategies and define your own play style.

Revolver 2.1: The Savage Guns develops a new unique set of guardians to flesh out the crew that the Padre player recruits to combat General Mapache – giving your games more replayability and adventure. No longer can the devious General rely as heavily on his gatling gun for victory – his world is about to be shaken up!

Revolver 2.1: The Savage Guns also includes four cutthroat lieutenants for the General to muster – who are tougher and nastier than anything the Padre has ever had to confront before. Paid in combinations of Pesos and Mexican Army tokens, these gunslingers add variety to the experience – each also ‘carrying’ a clutch of saddlebag drafting cards.

Determined to fight for the township of Malpaso like a cornered Kilkenny cat, the Padre has a few other tricks up his sleeve: he can arm and train the Malpaso menfolk into a rudimentary fighting force; and set up a bastion at the town’s chapel.

NOTE: This title will only be available in limited quantities and only via the Stronghold Games website.

 

Additional DescriptionMore Details

Components

9 new Malpaso Guardian deck cards
4 Sinful Lieutenant cards
1 Battlefield Extension card: Chapel of Santa Teresa
12 Saddlebag cards
2 new ‘General’ Mapache deck cards
2 new Padre Esteban deck cards
5 Peso tokens
1 Tombstone token

(These cards feature a Teotihuacan pyramid icon so that players can distinguish them from cards in the base game).

Players: 2
Ages: 12+
Time: 45 minutes
Complexity: Easy

Stock#: SG-7010


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Revolver 2: GENERAL MALPACHE art sleeves

Show some respect to your deck!

These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.

These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.

Revolver card sleeves will only be available directly from Stronghold Games.

VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!

Each package contains:

80 “Mapache” card protector sleeves, enough to protect your General Mapache card deck.

Additional DescriptionMore Details

Each package contains:

80 “Mapache” card protector sleeves, enough to protect your General Mapache card deck.


$12.95Price:
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Revolver 2: PADRE ESTEBAN art sleeves

Show some respect to your deck!

These card sleeves feature the beautiful artwork of Chechu Nieto from the Revolver 1 game.

These art sleeves are not only beautiful, but they provide a great way to protect your cards from damage.

Revolver card sleeves will only be available directly from Stronghold Games.

VERY LIMITED QUANTITIES — WHILE SUPPLIES LAST!

Each package contains:

80 “Padre Esteban” card protector sleeves, enough to protect your Padre Esteban card deck.

Additional DescriptionMore Details

Each package contains:

80 “Padre Esteban” card protector sleeves, enough to protect your Padre Esteban card deck.


$12.95Price:
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Rogue Agent (LIMITED EDITION)

Rogue Agent (LIMITED EDITION) — This “Limited Edition” of the game will contain 10 additional Criminal cards.  Please note that this will be the only printing of the Rogue Agent (LIMITED EDITION).

2048, Earth. The corrupt government has lost grip on Rain City, a brooding metropolis were crime runs amok, depsite patrolling police squads.  This desperate battle has recently seen a new player: a secret Agency of Bounty Hunters, attempting to control the endless assaults on innercity life.

Your task: Defeat and arrest Criminals, defuse high tech bombs that threaten to destroy city districts, and prevent assassins from completing their destructive path.  You are one of the members of this secretive brotherhood of justice.  So… are you ready to survive the crime waves in the big city and uncover the infiltrating Androids amongst your team that plan a revolt?

Rogue Agent is a tense cyberpunk adventure game, pitching players against underground networks.  The game features detailed plastic miniatures, a large variety of unique criminals to defeat, special icon-driven custom dice,  and two different game play modes.

In Rogue Agent, players control an agent working for the shady corporation known as “The Agency”, created to control Rain City”s crime rate, which has rapidly outpaced the capabilities of the regular police force. Players win the game by obtaining the most power over the city in a race against the game system that creates a living city in which crime and other challenges await at every corner.

Each round consists of an action phase, preceded by an upkeep phase. During this action phase, players score power by successfully eliminating assassins, turning in crime bosses, and defusing high-tech bombs that threaten to destroy whole districts. Through investigation of city areas, players gather resources that will be vital for survival. Positioning collaborators in the different locations of the city aids agents in overcoming confrontations with local thugs. Meanwhile, the city police squad is hot on your trail, hoping to contain the illegal side jobs that agents are known for. The Agency, however, has its own air defenses it can call in for support.

Players can scout locations in search for valuable resources that will help them upgrade their abilities, to get more control over the challenges in the game. As the game develops agents can upgrade their vehicle, weapon and scout abilities as well as gather information about the true identities of other agents. There might be traitors within the Agency. Some of you might be android agents, secretly planning a revolt. Through careful investigation, players can gather intelligence about the true identity of other players. As the game progresses, traitors amongst the agents could be revealed in the form of Androids. These agents have access to new victory conditions – destroying key locations holding information about android production and eliminating human agents – in a deadly race for control of the city. The first player to reach eight power wins.

$59.95Price:
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Space Cadets: Dice Duel – Die Fighter expansion

Space Cadets: Dice Duel – Die Fighter, the first expansion to the hit game Space Cadets: Dice Duel, brings two new experiences to the Space Cadets: Dice Duel universe! Veterans will now have a whole new way to play:

Fighters are flown by a single person and are fast and maneuverable, but lack shields and can be easily destroyed. In “Carrier Strike“, suitable for 6-10 players, each team gets one original ship (now called a Capital Ship) and one fighter. “Fighter Assault” has two fighters trying to take out a single heavily armed capital ship and is designed for 4-6 players. Finally, “Fighter Duel” brings the Dice Duel experience to two players, as two fighters go head-to-head for a quick and intense battle.

Experimental Equipment cards upgrade the capital ships with a variety of unique and powerful abilities. Through a draft mechanism, each side selects two upgrades and needs to tailor their strategy to take advantage of their strengths. The 27 cards include new weapons, enhancements to existing systems, new movement options, and more!

Additional DescriptionMore Details

Components:
- 27 Experimental Equipment Cards
- 2 Fighter Cockpits
- 2 plastic Fighter miniatures
- 22 custom engraved dice
- 1 Rulebook

Players: 2-10
Ages: 12+
Time: 30 mins
Complexity: Easy

Stock#: SG-3002


$34.95Price:
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Space Cadets: Resistance Is Mostly Futile

Space Cadets: Resistance Is Mostly Futile is the first expansion for the original Space Cadets game. This expansion includes a variety of additions to satisfy every Space Cadets fan.

Cadets will be pleased to know that their ship has been upgraded with new abilities. Star Command has helpfully installed a Psycho-Acoustic Neural Interface Control (P.A.N.I.C.) button at each station that gives players new options if things aren”t going quite as expected… although unwanted effects may occur.

Space Cadets: Resistance Is Mostly Futile expansion also includes new Missions, both quick for a faster game, and challenges that will test even the best crews.

Face new enemies, including mysterious space beasts, add in new Map Tiles with new hazards, and go where no Space Cadet has gone before in Space Cadets: Resistance Is Mostly Futile!

Additional DescriptionMore Details

Components:
- 70 Cards
- 4 Map Tiles
- 1 Science Station
- Punchboard with tokens for new Enemies and obstacles
- 1 Rulebook

Players: 2-7
Ages: 12+
Time: 60-120 mins
Complexity: Medium

Stock#: SG-3004


$29.95Price:
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Space Sheep!

The story thus far…

The life of a Strategic Space Sheep Commander isn”t easy, especially if that Commander is assigned to the Lambda Sector.

All was well in the galaxy – until the first messenger ship arrived from a force that has become known only as “Wolf”. Its language was unintelligible, but its message was clear: complete and total annihilation of Sheepkind. Soon after, the first Wolf ships arrived, laying waste to the satellite planets of the Sheep Home Systems. Front-line galactic defense forces were able to stave off further destruction – but what is coming is far, far more terrifying than any threat faced in the galaxy”s known history.

All Systems have been placed under Red Alert, with the Strategic Sheep Command called together and a Flock Commander named. As members of Wolf have been spotted in Sheep Commanders” uniform, SSC has determined that the best way of insulating the individual Systems is by outlawing all usage of the Spatial Sheep Distortion drives. Inter-system access is granted only to the Elite “Shepherd” class ships, via a complex network of Hyperspace travel. A fleet of these specialized ships has been assigned to recover the Sheeplings and return them to their Home Systems while the Wolf invasion is repelled.

You are a Sheep.
You are a Defender in the Strategic Sheep Command.
You have trained all of your career for this moment in history.
You know how to defeat Wolf – “Ewe”s The Force…”

Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.)

In Space Sheep!, on each player”s turn, the player will play a card from her hand, allowing her to:

  • Activate a System and take the action associated with it (moving the Space Sheep and Shepherds),
  • Play a card to move a Shepherd clockwise, or
  • Play any card face down to the Defense Mat.

Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).

In Space Sheep!, one player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can”t, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.

Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:

If players have found an Infiltrator, shuffle the player”s cards in hand and place them on the bottom of the deck.
If players have found a Defender, place the player”s cards in hand on the face-down discard pile. On the ousted player”s turn, Wolf attacks.
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can”t discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win.

Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).

Additional DescriptionMore Details

Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.) On her turn, each player will play a card from her hand, allowing her to:

Activate a System and take the action associated with it (moving the Space Sheep and Shepherds),
Play a card to move a Shepherd clockwise, or
Play any card face down to the Defense Mat.
Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).

One player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can”t, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.

Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:

If players have found an Infiltrator, shuffle the player”s cards in hand and place them on the bottom of the deck.
If players have found a Defender, place the player”s cards in hand on the face-down discard pile. On the ousted player”s turn, Wolf attacks.
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can”t discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win. Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).


$49.95Price:
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The Golden Ages

In The Golden Ages, you lead your civilizations through history. The game lasts four different eras, during which you develop technologies, create fine arts, erect buildings, and build wonders. You”ll send explorers to discover the continents, found cities in distant lands, and send your soldiers into battles.

The first player starting a Golden Age during an era chooses a “History Judgement” card that states the way all the players will score in that round. Each player who started a Golden Age continues taking money at his turns until all other players have passed.

There are many ways to score points — artists, the judgement of history, wonders, technologies, attacks, money, secret future technologies, etc. — as well as many different ways to achieve a victory. Will you succeed in evolving your civilization through history, overwhelming your opponents on the way to glory? Will you take your civilization into… The Golden Ages!

Additional DescriptionMore Details

Components:
Game Board
17 Continent Tiles
1 Sticker leaflet
1 Agora Tile
16 Glory Tiles
100 value in cardboard gold tokens
16 Wonder cards
25 Civilization cards
9 Future Technology cards
10 History”s Judgement cards
24 Building cards
1 Player Aid
1 Rulebook
And in each of the 4 Player Colors:
- 1 Player Board
- 3 Colonists
- 1 Score Marker
- 1 Capital Marker
- 16 Technology Tiles
- 12 Cubes

Players: 2-4
Time: 90-120 mins
Ages: 12+

Stock#: SG-8016


$59.95Price:
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The Golden Ages: Cults & Cultures

The Golden Ages: Cults & Culture is an expansion for The Golden Ages.

Will your civilization invest in culture, contributing to the birth of new works of art?  Will you advance in science and technology, creating great new inventions?  Or will you choose to spread your religious beliefs in order to obtain an ever-increasing following?  There are many new ways to advance your civilization into The Golden Ages!

The Golden Ages: Cults & Culture expansion adds the ability to play with a fifth player, plus new Civilizations, new Wonders, new Future Technology cards and a new deck of Culture cards.  The challenge to reach for The Golden Ages is more exciting than ever!

Additional DescriptionMore Details

Components:

5th Player components:
- 1 Player Mat (210 x 297 mm)
- 16 Tech tiles (30 x 44 mm)
- 1 wooden Scoring Disc
- 12 black wooden cubes
- 3 black Meeples

And these new components:

Wood:
- 5 wood Culture Track discs

Cardboard:
- 25 cardboard Culture tokens (5 each player) (~18mm)
- 1 cardboard Culture Board (210 x 297 mm)
- 10 cardboard Glory tokens, octagonal (~19 x 19 mm)
- 4 cardboard Land Tiles (44 x 44mm)
- 16 cardboard Cult tokens (~15mm)
- 8 cardboard “10 Gold Coin” tokens

Cards:
- 8 Wonder cards (63.5 x 88.9mm)
- 7 Civilization cards (63.5 x 88.9mm)
- 3 Future tech cards (63.5 x 88.9mm)
- 3 History judgment cards (63.5 x 88.9mm)
- 5 Summary cards(63.5 x 88.9mm)
- 6 Masterpieces cards (43.5 x 67.5mm)
- 8 Building cards (43.5 x 67.5mm)
- 40 Culture cards (43.5 x 67.5mm)

Players: 2-5
Time: 90-120 mins
Ages: 12+

Stock#: SG-7050


$39.95Price:
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Time ‘N’ Space

Here, where space is endless and time is precious, you face the challenges of a true space commander. From the bustling hub that is your control center, you coordinate your planet’s production, transport, and demand, and travel to other planets to fulfill orders.

However, each of your actions requires the flip of a one-minute sandtimer, and you only have two of these timers.  In exactly 30 minutes you must manage as many deliveries as possible, while simultaneously, the other players do the same. So keep a cool head and your communication channels wide open to arrange for the most opportune deals with each of the other players!

Time ‘N’ Space is a game for game for 3-4 players, and plays in exactly 30 minutes! An introductory game is also provided that plays in 12 minutes.

Each player is given 2 one-minute sandtimers which control the actions that the players can take.  The sandtimers are used by the players to preform their actions (production, movement of spaceships, pickup and delivery of good).  This production management, pickup and delivery game features a most unique dual-sandtimer mechanic, making Time ‘N’ Space a truly one-of-a-kind game experience!

Any 30-minute timer can be used to track the game length…

…or a 30-minute soundtrack (and a 12-minute soundtrack) is available here at www.strongholdgames.com or…

…or the FREE Stronghold Games Timer app can be downloaded for iOS from the Apple Store or for Android from the Google Store to play the either the 30-minute or 12-minute soundtrack and/or just track the game timer.  The FREE Stronghold Games Timer app also supports the use of the 2 one-minute timers for perfect digital accuracy!

Additional DescriptionMore Details

Time ‘N’ Space contains:

• 1 Double-sided Game Board
• 4 Player Boards
• 4 Spaceships
• 8 Sandtimers
• 24 Building Tiles
• 48 Goods Cubes
• 96 Order Tiles
• 4 Bonus Order Tiles
• 1 Rule Book

Players: 3-4
Ages: 10+
Time: 30 mins exactly

Complexity: Medium
Stock #: SG-8011


$59.95Price:
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Vampire Empire

In a foreboding castle somewhere in central Europe, a strange fear has descended upon the inhabitants.  One morning the body of a young girl was found, as pale as a sheet of paper, dry and totally drained of blood.  Vampires are on the prowl!  Who is the monster who murders innocent during the night?  Before the truth will be discovered, more than one person may face unjust accusations thrown out by the devious servants of darkness.  Will the vampires be successfully caught before they endanger the entire society, or will the castle and city fall forever into darkness?

Three characters in the castle are vampires. A human investigator is trying to determine which three of nine characters he encounters are, in fact, monsters hiding in human form so that he can eliminate them. The head vampire, on the other hand, must bluff cleverly, present confusing clues, and trick the humans into attacking innocent citizens. By doing this, the vampire can kill the most important characters in the city or conquer the castle.

Vampire Empire is a two-player card game with a lot of bluffing and player interaction.  In this very thematic setting, each player possess a unique deck of cards granting different powers, and each player had different goals to win the game!

Additional DescriptionMore Details

• A game of bluffing and deduction for 2 players.
• Give confusing clues to set your opponent astray
• Unique, thematic, gothic artwork provides fantastic atmosphere to this great game!
• Our great “2-player series”! (like Revolver)

Vampire Empire contains:
• 9 Character Cards
• 9 Art Card Sleeves
• 9 Character Tokens
• 40 Vampire Deck Cards
• 40 Human Deck Cards
• 12 Attack/Defense Markers
• 1 Bag
• 1 Card Overview Sheet
• 1 Rulebook

Players: 2
Ages: 10+
Time: 45 mins
Complexity: Low-Medium

Stock#: SG-8010

Keep this secret just between us… Vampires will bluff you.


$29.95Price:
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Völuspá (a.k.a. Voluspa)

Will Thor survive the challenge of the trickster, Loki?

Will the Valkyries overtake Odin?

In the oldest poem of Norse Mythology, the Völuspá tells the story of the endless struggle of powerful gods, dangerous creatures, and forgotten races. Which beings will dominate?  Here the story will unfold differently each time, as a new force rises in dominance!

In the game, Völuspá, the players play tiles with twelve different characters and creatures of Norse Mythology, using the power of these tiles to block, capture or intimidate in order to control other tiles and score points. The player who scores the most points by dominating other tiles wins the game.

Völuspá is an easy to learn tile-laying game with great depth.  It is a reimagining and retheming of the highly regarded game, Kachina.

Völuspá includes the expansion module Saga of Edda, which offers even more strategic opportunities and replayability!

Additional DescriptionMore Details

• An easy to learn tile-laying game with great depth.
• Simple rules: Play a tile; use its power/ability.
• Includes the expansion module, Saga of Edda
• Beautiful artwork by Pierô (Lost Temple)
• Retheming of the highly-regarded game Kachina.

Völuspá contains these great components:
• 60 Cardboard Tiles (base game)
• 25 Cardboard Tiles (Saga of Edda expansion)
• 5 Score Markers
• 5 “+50/+100” Point Tokens
• 1 Score Board
• 1 Rulebook

# Players: 2-5
Complexity: Low
Play time: 45 mins

Stock#: SG-8009

Shhhh! Don”t tell anyone this secret, but… Loki cannot be trusted.


$34.95Price:
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